//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "v_2ddrawer.h" #include "compat.h" #include "common_game.h" #include "v_draw.h" #include "blood.h" BEGIN_BLD_NS extern void (*qavClientCallback[])(int, void *); //========================================================================== // // QAV interpolation functions // //========================================================================== enum { kQAVIsLoopable = 1 << 0, }; static TMap qavPrevTileFinders; static TMap qavInterpProps; static void qavInitTileFinderMap() { // Interpolate between frames if the picnums match. This is safest but could miss interpolations between suitable picnums. qavPrevTileFinders.Insert("picnum", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int& i) -> TILE_FRAME* { return prevFrame->tiles[i].picnum == thisFrame->tiles[i].picnum ? &prevFrame->tiles[i] : nullptr; }); // Interpolate between frames if the picnum is valid. This can be problematic if tile indices change between frames. qavPrevTileFinders.Insert("index", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int& i) -> TILE_FRAME* { return prevFrame->tiles[i].picnum > 0 ? &prevFrame->tiles[i] : nullptr; }); // Find previous frame by iterating all previous frame's tiles and return on first matched x coordinate. qavPrevTileFinders.Insert("x", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int& i) -> TILE_FRAME* { for (int j = 0; j < 8; j++) if (thisFrame->tiles[i].x == prevFrame->tiles[j].x) { return &prevFrame->tiles[j]; } return nullptr; }); // Find previous frame by iterating all previous frame's tiles and return on first matched y coordinate. qavPrevTileFinders.Insert("y", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int& i) -> TILE_FRAME* { for (int j = 0; j < 8; j++) if (thisFrame->tiles[i].y == prevFrame->tiles[j].y) { return &prevFrame->tiles[j]; } return nullptr; }); } QAVPrevTileFinder qavGetInterpType(const FString& type) { if (!qavPrevTileFinders.CountUsed()) qavInitTileFinderMap(); return *qavPrevTileFinders.CheckKey(type); } bool GameInterface::IsQAVInterpTypeValid(const FString& type) { return qavGetInterpType(type) != nullptr; } void GameInterface::AddQAVInterpProps(const int& res_id, const FString& interptype, const bool& loopable, const TMap>& ignoredata) { qavInterpProps.Insert(res_id, { loopable ? kQAVIsLoopable : 0, qavGetInterpType(interptype), ignoredata }); } void GameInterface::RemoveQAVInterpProps(const int& res_id) { qavInterpProps.Remove(res_id); } void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int stat, int shade, int palnum, bool to3dview) { stat |= pTile->stat; if (palnum <= 0) palnum = pTile->palnum; if (!to3dview) { auto tex = tileGetTexture(pTile->picnum); double scale = z * (1. / 65536.); double angle = a * BAngToDegree; int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent; double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.; int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0; auto translation = TRANSLATION(Translation_Remap, palnum); bool topleft = !!(stat & RS_TOPLEFT); bool xflip = !!(stat & 0x100); // repurposed flag bool yflip = !!(stat & RS_YFLIP); auto color = shadeToLight(pTile->shade + shade); DrawTexture(twod, tex, x, y, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Rotate, angle, DTA_LegacyRenderStyle, renderstyle, DTA_Alpha, alpha, DTA_Pin, pin, DTA_TranslationIndex, translation, DTA_TopLeft, topleft, DTA_CenterOffsetRel, !topleft, DTA_FullscreenScale, FSMode_Fit320x200, DTA_FlipOffsets, true, DTA_Color, color, DTA_FlipX, xflip, DTA_FlipY, yflip, TAG_DONE); } else { // there's some disagreements about flag values between QAV and the drawer. Shuffle these around. if (stat & RS_YFLIP) stat |= RS_YFLIPHUD; stat &= ~RS_YFLIP; if (stat & 0x100) stat |= RS_XFLIPHUD; stat &= ~0x100; if ((stat & kQavOrientationLeft)) stat |= RS_ALIGN_L; stat &= ~kQavOrientationLeft; hud_drawsprite(x, y, z, a, pTile->picnum, pTile->shade + shade, palnum, stat); } } void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio) { assert(ticksPerFrame > 0); auto const interpdata = qavInterpProps.CheckKey(res_id); auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1); FRAMEINFO* const thisFrame = &frames[nFrame]; auto const oFrame = clamp((nFrame == 0 && (interpdata && (interpdata->flags & kQAVIsLoopable)) ? nFrames : nFrame) - 1, 0, nFrames - 1); FRAMEINFO* const prevFrame = &frames[oFrame]; bool const interpolate = interpdata && cl_hudinterpolation && cl_bloodqavinterp && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio); for (int i = 0; i < 8; i++) { if (thisFrame->tiles[i].picnum > 0) { TILE_FRAME* const thisTile = &thisFrame->tiles[i]; TILE_FRAME* const prevTile = interpolate && interpdata->CanInterpFrameTile(nFrame, i) ? interpdata->PrevTileFinder(thisFrame, prevFrame, i) : nullptr; double tileX = x; double tileY = y; double tileZ; double tileA; if (prevTile) { tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio); tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio); tileZ = interpolatedvaluef(prevTile->z, thisTile->z, smoothratio); tileA = interpolatedangle(buildang(prevTile->angle), buildang(thisTile->angle), smoothratio).asbuildf(); } else { tileX += thisTile->x; tileY += thisTile->y; tileZ = thisTile->z; tileA = thisTile->angle; } DrawFrame(tileX, tileY, tileZ, tileA, thisTile, stat, shade, palnum, to3dview); } } } void QAV::Play(int start, int end, int nCallback, void *pData) { assert(ticksPerFrame > 0); int frame; int ticks; if (start < 0) frame = (start + 1) / ticksPerFrame; else frame = start / ticksPerFrame + 1; for (ticks = ticksPerFrame * frame; ticks <= end; frame++, ticks += ticksPerFrame) { if (frame >= 0 && frame < nFrames) { FRAMEINFO *pFrame = &frames[frame]; SOUNDINFO *pSound = &pFrame->sound; // by NoOne: handle Sound kill flags if (!VanillaMode() && pSound->sndFlags > 0 && pSound->sndFlags <= kFlagSoundKillAll) { for (int i = 0; i < nFrames; i++) { FRAMEINFO* pFrame2 = &frames[i]; SOUNDINFO* pSound2 = &pFrame2->sound; if (pSound2->sound != 0) { if (pSound->sndFlags != kFlagSoundKillAll && pSound2->priority != pSound->priority) continue; else if (nSprite >= 0) { // We need stop all sounds in a range for (int a = 0; a <= pSound2->sndRange; a++) sfxKill3DSound(&sprite[nSprite], -1, pSound2->sound + a); } else { sndKillAllSounds(); } } } } if (pSound->sound > 0) { int sound = pSound->sound; // by NoOne: add random rage sound feature if (pSound->sndRange > 0 && !VanillaMode()) sound += Random((pSound->sndRange == 1) ? 2 : pSound->sndRange); if (nSprite == -1) sndStartSample(sound, -1, -1, 0); else sfxPlay3DSound(&sprite[nSprite], sound, 16+pSound->priority, 6); } if (pFrame->nCallbackId > 0 && nCallback != -1) { qavClientCallback[nCallback](pFrame->nCallbackId, pData); } } } } void QAV::Precache(int palette) { for (int i = 0; i < nFrames; i++) { for (int j = 0; j < 8; j++) { if (frames[i].tiles[j].picnum >= 0) tilePrecacheTile(frames[i].tiles[j].picnum, 0, palette); } } } void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick) { if (*duration > 0) { auto thisTick = I_GetTime(pQAV->ticrate); auto numTicks = thisTick - (*lastTick); if (numTicks) { *lastTick = thisTick; *duration -= pQAV->ticksPerFrame * numTicks; } } *duration = ClipLow(*duration, 0); } void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration) { // Process if not paused. if (!paused) { // Process clock based on QAV's ticrate and last tick value. qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick); if (pPlayer->weaponTimer == 0) { // Check if we're playing an idle QAV as per the ticker's weapon timer. *duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration; *smoothratio = MaxSmoothRatio; } else if (pPlayer->qavTimer == 0) { // If qavTimer is 0, play the last frame uninterpolated. Sometimes the timer can be just ahead of weaponTimer. *duration = pQAV->duration - 1; *smoothratio = MaxSmoothRatio; } else { // Apply normal values. *duration = pQAV->duration - pPlayer->qavTimer; *smoothratio = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio; } } else { *smoothratio = MaxSmoothRatio; } } // This is to eliminate a huge design issue in NBlood that was apparently copied verbatim from the DOS-Version. // Sequences were cached in the resource and directly returned from there in writable form, with byte swapping directly performed in the cache on Big Endian systems. // To avoid such unsafe operations this caches the read data separately. extern FMemArena seqcache; // Use the same storage as the SEQs. static TMap qavcache; QAV* getQAV(int res_id) { auto p = qavcache.CheckKey(res_id); if (p != nullptr) return *p; int index = fileSystem.FindResource(res_id, "QAV"); if (index < 0) { return nullptr; } auto fr = fileSystem.OpenFileReader(index); // Start reading QAV for nFrames, skipping padded data. for (int i = 0; i < 8; i++) fr.ReadUInt8(); int nFrames = fr.ReadInt32(); auto qavdata = (QAV*)seqcache.Alloc(sizeof(QAV) + ((nFrames - 1) * sizeof(FRAMEINFO))); // Write out QAV data. qavdata->nFrames = nFrames; qavdata->ticksPerFrame = fr.ReadInt32(); qavdata->duration = fr.ReadInt32(); qavdata->x = fr.ReadInt32(); qavdata->y = fr.ReadInt32(); qavdata->nSprite = fr.ReadInt32(); for (int i = 0; i < 4; i++) fr.ReadUInt8(); // Read FRAMEINFO data. for (int i = 0; i < qavdata->nFrames; i++) { qavdata->frames[i].nCallbackId = fr.ReadInt32(); // Read SOUNDINFO data. qavdata->frames[i].sound.sound = fr.ReadInt32(); qavdata->frames[i].sound.priority = fr.ReadUInt8(); qavdata->frames[i].sound.sndFlags = fr.ReadUInt8(); qavdata->frames[i].sound.sndRange = fr.ReadUInt8(); for (int i = 0; i < 1; i++) fr.ReadUInt8(); // Read TILE_FRAME data. for (int j = 0; j < 8; j++) { qavdata->frames[i].tiles[j].picnum = fr.ReadInt32(); qavdata->frames[i].tiles[j].x = fr.ReadInt32(); qavdata->frames[i].tiles[j].y = fr.ReadInt32(); qavdata->frames[i].tiles[j].z = fr.ReadInt32(); qavdata->frames[i].tiles[j].stat = fr.ReadInt32(); qavdata->frames[i].tiles[j].shade = fr.ReadInt8(); qavdata->frames[i].tiles[j].palnum = fr.ReadUInt8(); qavdata->frames[i].tiles[j].angle = fr.ReadUInt16(); } } // Write out additions. qavdata->res_id = res_id; qavdata->ticrate = 120. / qavdata->ticksPerFrame; qavcache.Insert(res_id, qavdata); return qavdata; } END_BLD_NS